Ninja

Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial classes like fighters or barbarians, they excel at making combat occur on their terms – appearing and disappearing seemingly at a whim.

The ninja blends a gift for stealth and infiltration with devastating shuriken attacks and supernatural means of avoiding blows. The ninja has a fearsome reputation as a master spy, assassin, and martial artist.

Contents

Ninjas adventure for a variety of reasons. A loyal ninja might adventure at her lord’s command, using her abilities of stealth and subterfuge to ferret out enemies of the moriedhel or recover powerful treasures to be used in the service to her people. A mercenary ninja might seek only treasure and fame, while a more idealistic ninja might seek to thwart growing evil. Most ninjas prefer anonymity to fame, and they go out of their way to disguise their profession and abilities. A rare few, however, revel in the mysterious reputation that surrounds ninjas and their training, making known their abilities and their role in a famous adventuring group. As ninjas grow in wealth and power, their goals often change, and their ability to uncover secrets and kill stealthily can shape the plans of entire nations. Rulers both fear and covet the skills of the moriedhel ninja, and high-level ninjas whose identities are known often find adventures coming to them rather than the converse.

Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. Nearly every ninja perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many ninjas hone skills that help them become better spies, mastering the arts of social interaction and disguise. Others take on the role of cat burglars, practicing skills that help them find and bypass traps and locks.

In combat, a ninja can deal out devastating blows if her opponent isn’t focusing on her, though she isn’t quite as proficient at delivering such attacks as some rogues are. A ninja’s most feared ability is the capacity to end a life in an instant, delivering a fatal blow to an unwary victim.

Ninjas jump and climb farther and faster than members of most other classes, and they are skilled acrobats as well. Ninjas also receive special training in the use of poisons, and many ninjas employ poisonous weapons in combat.

Although ninjas have a reputation as dangerous assassins and deceptive spies, they follow many different philosophies and ideals and can be of any alignment. For every dangerous mercenary who uses her ninja training to kill for money, an honest and loyal ninja stands guard over a just lord. Most ninjas follow the dictates of the head of their household in moriedhel culture, and therefore more ninjas are lawful than chaotic.

Since all ninjas are moriedhel, few choose to worship any deities at all. Ninjas are the weapon of their people, and their people are waging a cold war against divinity. In addition, ninjas are trained to believe in their own skills over any outside influence. However, she will often follow the religious belief, or lack thereof, of her household.

Many ninjas come from isolated ninja clans that hide their existence and train in secret. They spend years perfecting the arts of stealth and subterfuge in distant villages and hidden training camps. These warriors, whether deployed in the service of the moriedhel people or sent to serve as mercenary assassins, carefully conceal their identities and origins. These ninjas weave complicated webs or disguises, strike only from hiding, and deal through intermediaries whenever possible. Because of their strong ties to their clan, these ninjas must often put aside personal preferences or goals to serve their people, but in return they gain the support of a powerful political force and access to the household’s many safe houses and hideouts.

Although most ninjas come from such isolated clans, exceptions exist at every turn. Some ninjas receive specialized training from a single mentor, perhaps even a retired adventurer who wishes to pass along his skills. Others train alongside monks and other ascetics in a peaceful monastery. In some places, far-thinking moriedhel nobles set up their own ninja training centers. One of these centers might consist merely of a single teacher with a handful of students; another might be a full-blown ninja school that progresses students through a rigid series of tests, ranks, and trials.

Only the moriedhel possess the secrets of ninja training, and they never, ever reveal those secrets to anyone else. Moriedhel are uniquely suited to the skills of the ninja, which requires tremendous agility and a strong sense of self confidence.

Ninjas work best with rogues, rangers, and other classes capable of stealth. Although the appreciate the healing power of clerics and the sheer offensive might of fighters and barbarians, ninjas rely too much on stealth to completely embrace the idea of adventuring with other classes. Conversely, when traveling or not actively adventuring, ninjas who wish to go unnoticed benefit greatly from the presence of other classes. The less subtle and more visible her adventuring companions are, the easier it is for a ninja to remain in the background and disguise her own abilities.

Abilities: Ninjas benefit from a high Dexterity score, since it affects their most important skills, and many of their abilities require that they wear little armor. A high Dexterity score also helps a ninja act first in initiative and take advantage of her stealthy strike ability. A ninja also appreciates a high Charisma score, which will help with several of the ninja’s skills, gives her more ki points, and affects the DC of many of her abilities.

Weapon and Armor Proficiencies

The ninja is proficient with all simple weapons, and with the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. She is proficient with light armor.

Poison Use (Ex)

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Killing Blow (Ex)

A ninja gains the ability to make a coup-de-grace attack as a standard action once per day. This ability may be used when the ninja’s target would be denied his Dexterity bonus to AC, or when the ninja flanks the target, just like a rogue’s sneak attack ability. The ninja may attempt a killing blow an additional time per day at 5th level and every 5 levels thereafter. The attempt is used whether or not the attack is successful.

Unlike a coup-de-grace attack against a helpless opponent, the ninja must roll to attack normally. If her attack hits, she scores a critical hit. If the target survives the damage, he must still make a Fortitude save (DC = damage dealt) or die.

Delivering a killing blow provokes attacks of opportunity from threatening foes (but not the target of the killing blow) because it requires intense concentration. A ninja can’t deliver a killing blow against a creature that is immune to critical hits, such as a construct. The fortification magical enchantment will also protect against killing blows.

Trapfinding (Ex)

A ninja is trained at recognizing traps, including magical traps. A ninja can use the Search skill to locate traps when the task has a DC higher than 20. Ninjas can also use the Disable Device skill to disarm magical traps.

Ki Pool

At 2nd level, a ninja gains a pool of ki points, supernatural internal energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to ½ her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Jump checks as if she had a running start. At 10th level, she also reduces the DC of long Jump checks by half (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can only do so when making a full attack. This will stack with the bonus attack granted by spending a fate point. In addition, she can spend 1 point to increase her speed by 20 ft. for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Hide and Move Silently checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. A ninja wearing armor heavier than light armor does not gain any bonuses from having or spending ki points.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ninja Tricks

As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. See the Ninja Tricks list below for more information. A ninja wearing armor heavier than light armor cannot use any ninja trick.

No Trace (Ex)

At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise checks and on opposed Hide checks when she is stationary and does not take any action for at least 1 round. These bonuses increase by +1 every 3 levels thereafter.

Stealthy Strike (Ex)

If a ninja can catch an opponent when he is looking away, she can strike a vital spot for extra damage. Whenever a ninja’s target is not engaging her directly in combat, the ninja deals the listed amount of extra damage with every successful attack. A ninja may always make stealthy strikes against targets she is flanking, and thus may always apply the bonus damage on killing blow attempts.

This damage also applies to ranged attacks against targets up to 30 ft. away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to stealthy strikes. A ninja can’t make a stealthy strike while striking the limbs of a creature whose vitals are out of reach (like some giants and dragons).

A ninja can’t use stealthy strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a stealthy strike.

For the purposes of qualifying for feats, prestige classes, and similar options that require a minimum number of sneak attack extra damage dice, treat the ninja’s stealthy strike ability as the equivalent of sneak attack.

Uncanny Dodge

Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. he gains the Uncanny Dodge feat for free, even if she does not meet the prerequisites.

Light Steps (Ex)

At 5th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger (such as pressure plates or tripwires).

Master Tricks

At 10th level, a ninja can select any of the master tricks in place of a ninja trick. See the Master Tricks list below for more information. A ninja wearing armor heavier than light armor cannot use any master trick.

At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself as a spell-like ability. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals stealthy strike damage, she can sacrifice the additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

Tricks marked with an asterisk (*) add effects to a ninja’s stealthy strike. Only one of these tricks may be applied to an individual attack and the decision must be made before the attack is made. A ninja must have the stealthy strike ability in order to select one of these tricks.

Acrobatic Master (Su): As a swift action, a ninja with this trick can focus her ki to grant her a +20 insight bonus on one Balance, Jump, or Tumble check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.

Cauterize (Su): As a standard action, the ninja may will one of her metal weapons to heat, thus allowing her to stop a bleeding wound in the most efficient non-magical manner possible. The use of this ability will immediately heal all Constitution damage done by a wounding weapon, and will immediately stabilize a dying individual. Using the heated blade deals 1 point of fire damage to the target. This point of fire damage also applies to attacks made using the heated weapon. The weapon remained heated for up to 1 minute per ninja level. Using this ability expends 1 ki point.

Choking Bomb (Ex): Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + ½ the ninja’s level + the ninja’s Charisma modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick.

Counter Assassin (Ex): Having received training in the ways of the heartless killer, the ninja decides to put this to use eliminating those professionals of whom she disapproves. A ninja with this trick gets a +2 insight bonus to her attack and damage rolls if her foe has either the evasion or poison use class features. If her foe has both the evasion and poison use class features, she gets a +4 insight bonus instead.

Darkvision (Su): This trick allows the ninja to use her ki to enhance her sight, extending her darkvision by 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.

Deadly Range (Ex): A ninja with this ninja trick increases the range at which she can deal stealthy strike damage by 10 feet. A ninja can take this trick more than once. Its effects stack.

Fast Stealth (Ex): A ninja with this trick can move at full speed using the Hide and Move Silently skills without penalty.

Feather Fall (Su): As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.

Flurry of Stars (Ex): A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a –2 penalty, including the two extra attacks.

Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool.

Hidden Weapons (Ex): A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

High Jumper (Ex): When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.

Jagged Laceration* (Su): A ninja with this trick can take the extra effort necessary to carve a jagged symbol into the flesh of a living victim. Whenever the ninja deals stealthy strike damage, her victim is immediately sickened with no saving throw allowed. This condition persists until the victim receives magical healing or a DC 15 Heal check. Using this ability expends 2 ki points from the ninja’s ki pool.

Ki Charge (Su): A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + ½ the ninja’s level + the ninja’s Charisma modifier. If the thrown weapon hits a creature, that creature takes a –2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.

Penetrating Throw (Ex): A ninja with this ability can throw a shuriken with extra force as a standard action. If the shuriken strikes its primary target, it continues through that target in a straight line and attacks the next creature along that path within 20 feet of the primary target, albeit with a 5 penalty.

Poison Bomb (Ex): Whenever the ninja throws a smoke bomb, she can decide to include a dose of an inhaled poison she creates using her ki. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. The poison causes 1 point of Constitution damage initially, and 1d6 points of Constitution damage as secondary damage. The Fortitude DC to save against this poison is equal to 10 + ½ the ninja’s level + the ninja’s Charisma modifier. The ninja must have the smoke bomb ninja trick before selecting this trick. Using this ability expends 1 ki point from her ki pool, in addition to the point spent to throw the smoke bomb.

Ricochet (Su): A ninja with this ability can throw her shuriken with precise twists of her wrists, causing them to deflect off of their primary target and strike other nearby targets. This allows the ninja to make a wide arc attack using a shuriken when within 30 ft. of a target. This follows all normal wide arc rules. Using this ability expends 1 point from the ninja’s ki pool.

Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.

Shuriken Master (Ex): A ninja who selects this trick gains Weapon Specialization (shuriken) as a bonus feat. She must have the Weapon Focus (shuriken) feat before taking this trick.

Silent Strike* (Ex): A ninja with this trick can attempt to silence her victim, resulting in a stealthy skill even when the victim would otherwise call out. Whenever the ninja deals damage with a stealthy strike, the Listen checks of any nearby individuals suffer a -10 penalty to hear the attack or any noise made by the victim.

Slow Metabolism (Ex): The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the ninja doesn’t make a save against the secondary damage for 2 minutes instead of 1 minute.

Slow Reactions* (Ex): Opponents that are damaged by the ninja’s stealthy strikes can’t make attacks of opportunity for 1 round.

Smoke Bomb (Ex): This ability allows a ninja to throw a smoke bomb created by her ki that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a fog cloud, except that a moderate or stronger wind dissipates the smoke in 1 round. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.

Sudden Disguise (Su): As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.

Tangle Bomb (Ex): Whenever the ninja throws a smoke bomb, she may choose to infuse it with a morass of sticky goo. All creatures in the smoke when the bomb is set off become entangled. This does not affect creatures that enter the radius of the smoke after the bomb first goes off. A tangle bomb may not include poison or choking effects. The ninja must have the smoke bomb trick before selecting this trick.

Undetected Sabotage (Ex): Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Sleight of Hand check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the ninja’s check with an opposed Spot skill check.

Unseen Shadow (Ex): The ninja has a sixth sense, a little prickle on the back of the neck that warns her that somebody may soon become aware of her. Redoubling her efforts at stealth, the ninja can stay hidden in these tense situations. As an immediate action, the ninja can force a creature who has made a Listen or Spot check against her to reroll that check before the success or failure of the roll is made known, representing the ninja trying desperately to stay hidden. Using this ability expends 1 point from her ki pool.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Ventriloquism (Su): As a swift action, the ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Each use of this ability uses up 1 ki point.

Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Whirling Cavalcade (Su): As a swift action, a ninja with this ability can supernaturally focus her aim with shuriken, causing each new laceration to build upon the old and dig deeper and deeper into the flesh of her enemy when making a full attack. Given the focus required for this ability, she must make all of her attacks against a single foe. For each shuriken with which she has hit her victim during this full attack action, that creature takes an additional point of precision damage from all subsequent shuriken thrown by the ninja this round. The maximum bonus damage each shuriken can deal using this ability is equal to the ninja’s Dexterity modifier. Though this ability deals precision damage, the ninja need not actually be within her typical sneak attack range to deal precision damage with this ability. Using this ability expends 1 point from her ki pool. Further, this ability may be combined with flurry of stars as a single swift action. If this is done, using both abilities in conjunction expends 3 points from her ki pool.

Blinding Bomb (Ex): Whenever the ninja throws a smoke bomb, all living creatures in the cloud must make a Fortitude save or be blinded by the black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + ½ the ninja’s level + the ninja’s Charisma modifier. This trick cannot be combined with a choking bomb or tangle bomb, but the ninja can combine a blinding bomb with a poison bomb. The ninja must have the choking bomb ninja trick before selecting this trick.

Deadly Shuriken (Ex): As a full-round action, a ninja with this master trick can take careful aim and pool all of her attack potential into a single, deadly shuriken throw. When she does this, she throws a single shuriken at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the attack hits. For each additional successful attack roll beyond the first, the ninja increases the damage by 1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this advanced talent. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0).

Dimension Bomb (Su): Whenever the ninja throws a smoke bomb centered on herself, she may choose to invest an additional portion of her ki into the explosive, causing her to vanish and rematerialize anywhere within 60 feet. If she rematerializes in a place where she can conceivably hide, she can make a Hide check as a swift action with no penalties. This may be combined with any other bomb ability. Using this ability with a smoke bomb expends an additional point of ki, for a total of 2 points from her ki pool.

Evasion (Ex): A ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.

Feat: A ninja may gain any feat that she qualifies for in place of a trick.

Ghost Step (Su): As a swift action, a ninja with this trick can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point.

Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this trick.

Master Disguise (Su): A ninja with this trick can take on the appearance of other creatures and individuals. Whenever the ninja uses the sudden disguise ninja trick, the duration increases to 10 minutes per level. The ninja must have the sudden disguise ninja trick before selecting this trick.

See the Unseen (Su): A ninja with this trick learns how to see that which cannot be seen. As a swift action, the ninja can cast see invisibility, using her level as the caster level, as a spell-like ability. Each use of this ability uses up 1 ki point.

Shadow Split (Su): This trick allows the ninja to create an illusory double of herself that moves away from her, allowing the ninja to create a distraction. When she uses this ability, an illusory double appears and moves away from the ninja, heading in one direction. The double climbs walls, jumps pits, or simply passes through obstacles, moving at twice the ninja’s speed in the direction indicated by the ninja when the ability is used. Its course cannot be changed. The double persists for 1 round per level of the ninja. Those who interact with the double receive a Will saving throw to recognize that it is fake. The DC of this save is 10 + ½ the ninja’s level + the ninja’s Charisma modifier. Each use of this ability uses up 1 ki point. The ninja must possess the shadow clone ninja trick before selecting this trick.

Sudden Vanish (Su): Whenever a ninja with this trick is critically hit, she may use her vanishing trick ability as an immediate action. When vanishing trick is used in this way, she cannot apply the invisible blade trick. Using this ability expends 2 points from her ki pool. This is in place of, not in addition to, the ki point cost of the vanishing trick ability.

Unarmed Combat Mastery: A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level –4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick.

Unbound Steps (Su): This trick allows a ninja to use her ki to walk through the air. Whenever the ninja uses the light steps class feature, she can walk on air, rising or descending as she desires. She must end her move on a solid surface. Each use of this ability uses up 1 ki point.

Vindictive Mind (Su): Whenever the ninja succeeds on a saving throw against a compulsion effect, she may lash back through the mental link as an immediate action and flood the caster's mind with ki energy. This ki energy deals 2d4 points of damage to the primary ability score utilized by the casting of the compulsion effect. A DC 10 + ½ the ninja's level + the ninja's Charisma modifier Will save negates the ability score damage. Using this ability expends 3 points from her ki pool.